DnD/Class Handbooks/Paladins/Call of Duty - Paladin
DnD/Class Handbooks/Paladins/Call of Duty - Paladin
DnD/Class Handbooks/Paladins/Call of Duty - Paladin
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<strong>Call</strong> <strong>of</strong> <strong>Duty</strong> – A <strong>Paladin</strong>’s Sourcebook: Chapter 1: <strong>Class</strong>es and Feats<br />
Merseus<br />
“We still need you. Don’t walk into the Light yet.”<br />
Sometimes a warrior has seen too many comrades<br />
fall in battle, and pledges their lives to saving<br />
others. The merseus (MUR-see-us) is a combat<br />
healer called by the same types <strong>of</strong> powers who<br />
recruit paladins. Her goal is to win battles while<br />
preventing the death <strong>of</strong> her allies.<br />
All mersi (MUR-sigh, plural) are paladins,<br />
but may be multiclassed as clerics or fighters.<br />
Mersi can fight like a paladin, and heal<br />
nearly as well as a cleric. Adventurers and<br />
the armies <strong>of</strong> good value their services.<br />
They tend to travel the world in search <strong>of</strong><br />
those who need their skills the most.<br />
Mersi do more than merely heal the<br />
body. They work tirelessly to boost the<br />
morale <strong>of</strong> their allies, as well as their<br />
spiritual health. They are a combination <strong>of</strong><br />
combat medic, paladin and priest.<br />
Adventurers most <strong>of</strong>ten view mersi<br />
as specialized paladins. They fit in well<br />
with paladin orders, and seldom feel<br />
the need to create their own<br />
organizations. Tactically, they work<br />
well as a supporting warrior,<br />
perhaps as a second or third “fighter<br />
type” to round out the group. However, they<br />
are not a replacement for the cleric when it<br />
comes to healing, especially at high levels.<br />
Hit Dice: d10<br />
Requirements<br />
3)<br />
22<br />
Alignment: Lawful good<br />
Feats: Combat Healing (New feat, see page<br />
Lvl Base<br />
Attack<br />
Bonus<br />
Fort<br />
Save<br />
Ref<br />
Save<br />
Will<br />
Save<br />
Skills: Heal 9 ranks, Knowledge (religion) 2<br />
ranks<br />
Special: You must have the paladin’s lay on<br />
hands ability.<br />
Mersi take a vow that is very close to that <strong>of</strong><br />
paladins.<br />
<strong>Class</strong> Skills<br />
The merseus’ class skills are<br />
Concentration (Con), Diplomacy (Cha),<br />
Heal (Wis), Knowledge (nature) (Int),<br />
Pr<strong>of</strong>ession (Herbalism) (Wis), Ride<br />
(Dex).<br />
Skill Points at Each Level: 2 + Int<br />
modifier<br />
<strong>Class</strong> Features<br />
Weapon and armor<br />
pr<strong>of</strong>iciency: Mersi are<br />
pr<strong>of</strong>icient with all<br />
simple and martial<br />
weapons, and<br />
with all types<br />
<strong>of</strong> armor<br />
and<br />
shields.<br />
<strong>Paladin</strong> Abilities:<br />
You gain the paladin’s divine<br />
health ability if you do not have it<br />
already, making you immune to disease.<br />
Code <strong>of</strong> Conduct: Mersi vow to follow the<br />
paladin’s Code <strong>of</strong> Conduct, and pledge to heal<br />
their allies and captured enemies whenever<br />
Special Spells per day<br />
1 2 3 4<br />
1 +1 +2 +0 +2 <strong>Paladin</strong> Abilities, Enhanced Lay on Hands 0 - - -<br />
2 +2 +3 +0 +3 Aura <strong>of</strong> Hope 1 -<br />
3 +3 +3 +1 +3 Purging Hands 1/day 1 0<br />
4 +4 +4 +1 +4 Enhanced Recovery 1 1<br />
5 +5 +4 +1 +4 Aura <strong>of</strong> Life 1 1 0<br />
6 +6 +5 +2 +5 Purging Hands 2/day 1 1 1<br />
7 +7 +5 +2 +5 Heal 2 1 1 0<br />
8 +8 +6 +2 +6 Revive 2 1 1 1<br />
9 +9 +6 +3 +6 Purging Hands 3/day 2 2 1 1<br />
10 +10 +7 +3 +7 Returning Soul 2 2 2 1<br />
Table 1-7, the Merseus